#junethack hothraxxa ## Curses interface (disable windowtype:tty) #OPTIONS=windowtype:tty OPTIONS=windowtype:curses OPTIONS=align_status:bottom OPTIONS=align_message:top OPTIONS=windowborders:2 OPTIONS=petattr:I OPTIONS=statuslines:3 OPTIONS=msghistory:999 OPTIONS=IBMgraphics # Set terminal window for same dimensions OPTIONS=term_cols:150 OPTIONS=term_rows:50 OPTIONS=perm_invent # Initialization preferences OPTIONS=catname:Foo OPTIONS=dogname:Fudd OPTIONS=horsename:Fugger OPTIONS=pseudoname:Fierce OPTIONS=pettype:dog OPTIONS=pile_limit:2 OPTIONS=autodig OPTIONS=autoopen OPTIONS=bones OPTIONS=dark_room OPTIONS=hilite_pet OPTIONS=hilite_pile OPTIONS=!implicit_uncursed #OPTIONS=msg_window:reversed OPTIONS=sortloot:full OPTIONS=lit_corridor OPTIONS=use_darkgray OPTIONS=!sparkle OPTIONS=ignintr OPTIONS=color OPTIONS=altmeta OPTIONS=fruit:plum OPTIONS=boulder:0 OPTIONS=number_pad:1 #OPTIONS=symset:default OPTIONS=rest_on_space OPTIONS=!cmdassist OPTIONS=showrace OPTIONS=autodescribe OPTIONS=runmode:teleport OPTIONS=quick_farsight OPTIONS=invweight OPTIONS=showexp SYMBOLS=S_water:~ SYMBOLS=S_pool:~ #SYMBOLS=S_fountain:\xf4 #SYMBOLS=S_forge:\xf4 SYMBOLS=S_tree:\xf1 SYMBOLS=S_ghost:W #SYMBOLS=S_bars:\xf0 OPTIONS=paranoid_confirmation:quit remove pray attack swim ################################################################################ # STATUS BAR CONFIGURATION ################################################################################ #OPTIONS=showexp, time OPTIONS=hitpointbar OPTIONS=statushilites:25 OPTIONS=hilite_status:hitpoints-max/green&normal OPTIONS=hilite_status:hitpoints/100%/green&normal OPTIONS=hilite_status:hitpoints/<100%/lightgreen&normal OPTIONS=hilite_status:hitpoints/<76%/yellow&normal OPTIONS=hilite_status:hitpoints/<51%/orange&normal OPTIONS=hilite_status:hitpoints/<26%/red&normal OPTIONS=hilite_status:hitpoints/<11%/red&inverse OPTIONS=hilite_status:hitpoints-max/up/lightgreen/down/orange OPTIONS=hilite_status:power-max/green&normal OPTIONS=hilite_status:power/100%/green&normal OPTIONS=hilite_status:power/<100%/lightgreen&normal OPTIONS=hilite_status:power/<76%/yellow&normal OPTIONS=hilite_status:power/<51%/orange&normal OPTIONS=hilite_status:power/<26%/red&normal OPTIONS=hilite_status:power/<11%/red&inverse OPTIONS=hilite_status:hitpoints-max/up/lightgreen/down/orange OPTIONS=hilite_status:gold/always/yellow&normal OPTIONS=hilite_status:hunger/satiated/orange&normal OPTIONS=hilite_status:hunger/hungry/yellow&normal OPTIONS=hilite_status:hunger/weak/red&normal OPTIONS=hilite_status:hunger/fainting/red&inverse OPTIONS=hilite_status:hunger/fainted/red&inverse OPTIONS=hilite_status:carrying-capacity/burdened/yellow&normal OPTIONS=hilite_status:carrying-capacity/stressed/orange&normal OPTIONS=hilite_status:carrying-capacity/strained/red&normal OPTIONS=hilite_status:carrying-capacity/overtaxed/red&inverse OPTIONS=hilite_status:carrying-capacity/overloaded/red&inverse # Ability scores OPTIONS=hilite_status:characteristics/<6/red OPTIONS=hilite_status:characteristics/>6/orange OPTIONS=hilite_status:characteristics/>8/brown OPTIONS=hilite_status:characteristics/>11/yellow OPTIONS=hilite_status:characteristics/>13/green OPTIONS=hilite_status:characteristics/>16/cyan OPTIONS=hilite_status:characteristics/>18/lightblue # Status conditions OPTIONS=hilite_status:condition/major-troubles/red&inverse OPTIONS=hilite_status:condition/stun/orange OPTIONS=hilite_status:condition/blind/yellow OPTIONS=hilite_status:condition/hallu/magenta OPTIONS=hilite_status:condition/deaf/brown OPTIONS=hilite_status:condition/lev/cyan OPTIONS=hilite_status:condition/fly/lightcyan OPTIONS=hilite_status:condition/ride/blue # Others OPTIONS=hilite_status:gold/down/red/always/yellow OPTIONS=hilite_status:armor-class/down/cyan/up/red OPTIONS=hilite_status:alignment/lawful/green/neutral/gray/chaotic/red OPTIONS=hilite_status:experience-level/up/lightcyan/down/orange OPTIONS=hilite_status:experience/up/cyan # Inventory menu colors OPTIONS=menucolors # Inventory menu colors MENUCOLOR=" gold piece"=yellow MENUCOLOR=":0"=brown MENUCOLOR="named empty"=brown MENUCOLOR="unpaid"=white&inverse MENUCOLOR=" blessed .*"=lightblue MENUCOLOR=" holy .*"=lightblue MENUCOLOR=" cursed .*"=red MENUCOLOR=" named cursed.*"=red MENUCOLOR=" labeled cursed.*"=red MENUCOLOR=" unholy .*"=red MENUCOLOR=" \(being worn.*\)"=gray&underline MENUCOLOR=" \(attached.*\)"=gray&underline MENUCOLOR="(rusty|burnt|rotted|corroded) .*\(being worn.*\)"=brown&underline MENUCOLOR=" uncursed .*"=white MENUCOLOR=" uncursed .* \(being worn.*\)"=white&underline MENUCOLOR=" uncursed .* \(readied as.*\)"=white&underline MENUCOLOR=" blessed .* \(being worn.*\)"=lightblue&underline MENUCOLOR=" blessed .* \(readied as.*\)"=lightblue&underline MENUCOLOR=" uncursed .* \(attached.*\)"=white&underline MENUCOLOR=" blessed .* \(attached.*\)"=lightblue&underline MENUCOLOR=" uncursed .* \(.* wrist.*\)"=white&underline MENUCOLOR=" blessed .* \(.* wrist.*\)"=lightblue&underline MENUCOLOR=" blessed .* \(attached.*\)"=lightblue&underline MENUCOLOR=" uncursed .* \(attached.*\)"=white&underline MENUCOLOR=" uncursed .* \(wielded in right (hand|foreclaw)\)"=white&underline MENUCOLOR=" uncursed .* \(wielded in left (hand|foreclaw)\)"=white&underline MENUCOLOR=" uncursed .* \(weapon in right (hand|foreclaw)\)"=white&underline MENUCOLOR=" uncursed .* \(weapon in left (hand|foreclaw)\)"=white&underline MENUCOLOR=" blessed .* \(weapon in right (hand|foreclaw)\)"=lightblue&underline MENUCOLOR=" blessed .* \(weapon in left (hand|foreclaw)\)"=lightblue&underline MENUCOLOR=" blessed .* \(wielded in right (hand|foreclaw)\)"=lightblue&underline MENUCOLOR=" blessed .* \(wielded in left (hand|foreclaw)\)"=lightblue&underline MENUCOLOR=" uncursed .* \(weapon in (hands|foreclaws)\)"=white&underline MENUCOLOR=" uncursed .* \(wielded in (hands|foreclaws)\)"=white&underline MENUCOLOR=" blessed .* \(wielded in (hands|foreclaws)\)"=lightblue&underline MENUCOLOR=" blessed .* \(weapon in (hands|foreclaws)\)"=lightblue&underline MENUCOLOR=" cursed .* \(being worn.*\)"=orange&underline MENUCOLOR=" cursed .* \(readied as.*\)"=orange&underline MENUCOLOR=" cursed .* \(attached.*\)"=orange&underline MENUCOLOR=" cursed .* \(.* wrist.*\)"=orange&underline MENUCOLOR=" cursed .* \(attached.*\)"=orange&underline MENUCOLOR=" cursed .* \(weapon in left (hand|foreclaw)\)"=orange&underline MENUCOLOR=" cursed .* \(weapon in right (hand|foreclaw)\)"=orange&underline MENUCOLOR=" cursed .* \(wielded in left (hand|foreclaw)\)"=orange&underline MENUCOLOR=" cursed .* \(wielded in right (hand|foreclaw)\)"=orange&underline MENUCOLOR=" cursed .* \(wielded in (hands|foreclaws)\)"=orange&underline MENUCOLOR=" \(on (left|right) hand\)"=gray&underline MENUCOLOR=" \(on (left|right) foreclaw\)"=gray&underline MENUCOLOR=" uncursed .* \(on (left|right) hand\)"=white&underline MENUCOLOR=" uncursed .* \(on (left|right) foreclaw\)"=white&underline MENUCOLOR=" blessed .* \(on (left|right) hand\)"=lightblue&underline MENUCOLOR=" blessed .* \(on (left|right) foreclaw\)"=lightblue&underline MENUCOLOR=" blessed .* \(at the ready\)"=lightblue MENUCOLOR=" uncursed .* \(tethered weapon in (hand|foreclaw)\)"=white&underline MENUCOLOR=" cursed .* \(tethered weapon in (hand|foreclaw)\)"=orange&underline MENUCOLOR=" blessed .* \(tethered weapon in (hand|foreclaw)\)"=lightblue&underline MENUCOLOR=" uncursed .* \(weapon in (hand|foreclaw)\)"=white&underline MENUCOLOR=" cursed .* \(weapon in (hand|foreclaw)\)"=orange&underline MENUCOLOR=" blessed .* \(weapon in (hand|foreclaw)\)"=lightblue&underline MENUCOLOR=" cursed .* \(wielded\)"=orange&underline MENUCOLOR=" blessed .* \(wielded\)"=lightblue&underline MENUCOLOR=" Stormbringer \(weapon in (hand|foreclaw)\)"=lightmagenta&underline MENUCOLOR=" Stormbringer \(wielded\)"=lightmagenta&underline MENUCOLOR=" Cleaver \(weapon in (hand|foreclaw)\)"=lightmagenta&underline MENUCOLOR=" Cleaver \(wielded\)"=lightmagenta&underline MENUCOLOR=" cursed .* \(on (left|right) hand\)"=orange&underline MENUCOLOR=" cursed .* \(on (left|right) foreclaw\)"=orange&underline MENUCOLOR=" cursed .* \(at the ready\)"=orange MENUCOLOR=" uncursed .* \(wielded in other (hand|foreclaw)\)"=white&underline MENUCOLOR=" blessed .* \(wielded in other (hand|foreclaw)\)"=lightblue&underline MENUCOLOR=" cursed .* \(alternate weapon; not wielded\)"=orange MENUCOLOR=" cursed .* \(wielded in other (hand|foreclaw)\)"=orange&underline MENUCOLOR=" Amulet of Yendor"=lightmagenta MENUCOLOR="cancellation|CANCELLATION"=magenta&underline MENUCOLOR="vanisher"=magenta MENUCOLOR="RODNEY|RODSTER|RODDERS"=orange&bold MENUCOLOR="bag of tricks"=magenta&underline MENUCOLOR="c(hi|o)ckatrice (corpse|egg)"=yellow&underline MENUCOLOR="potions? (of|called) water"=blue MENUCOLOR="blessed potions? (of|called) water"=blue&bold MENUCOLOR=" cursed potions? (of|called) water"=red&bold MENUCOLOR=" [1-9]% "=yellow MENUCOLOR=" [12][0-9]% "=yellow MENUCOLOR=" [3-5][0-9]% "=brown MENUCOLOR=" [6-8][0-9]% "=orange MENUCOLOR=" 9[0-9]% "=red MENUCOLOR=" 100% "=red ########################################################################################### # PICKUP RULES ########################################################################################### OPTIONS=autopickup, pickup_thrown OPTIONS=pickup_types:$!=/+?" # Autopickup exceptions # A leading < means always pick up; a leading > means never pick up. # Superpowerful items AUTOPICKUP_EXCEPTION="<.*magic lamp.*" AUTOPICKUP_EXCEPTION="<.*lamp.*[mM][aA][gG][iI][cC].*" AUTOPICKUP_EXCEPTION="<.*wand of wishing.*" AUTOPICKUP_EXCEPTION="<.*wand of death.*" AUTOPICKUP_EXCEPTION="<.*MY PRECIOUSSSS.*" # Cool tools AUTOPICKUP_EXCEPTION="<.*marker.*" AUTOPICKUP_EXCEPTION="<.*horn.*" AUTOPICKUP_EXCEPTION="<.*magic whistle.*" AUTOPICKUP_EXCEPTION="<.*whistle.*magic.*" AUTOPICKUP_EXCEPTION="<.*royal jelly.*" # Named/known gems AUTOPICKUP_EXCEPTION="<.*dilithium crystal.*" AUTOPICKUP_EXCEPTION="<.*diamond.*" AUTOPICKUP_EXCEPTION="<.*ruby.*" AUTOPICKUP_EXCEPTION="<.*sapphire.*" AUTOPICKUP_EXCEPTION="<.*emerald.*" AUTOPICKUP_EXCEPTION="<.*opal.*" AUTOPICKUP_EXCEPTION="<.*jacinth.*" AUTOPICKUP_EXCEPTION="<.*turquoise.*" AUTOPICKUP_EXCEPTION="<.*citrine.*" AUTOPICKUP_EXCEPTION="<.*aquamarine.*" AUTOPICKUP_EXCEPTION="<.*amber.*" AUTOPICKUP_EXCEPTION="<.*topaz.*" AUTOPICKUP_EXCEPTION="<.*jet stone.*" AUTOPICKUP_EXCEPTION="<.*chrysoberyl.*" AUTOPICKUP_EXCEPTION="<.*garnet.*" AUTOPICKUP_EXCEPTION="<.*jasper.*" AUTOPICKUP_EXCEPTION="<.*fluorite.*" AUTOPICKUP_EXCEPTION="<.*jade.*" AUTOPICKUP_EXCEPTION="<.*obsidian.*" AUTOPICKUP_EXCEPTION="<.*agate.*" AUTOPICKUP_EXCEPTION="<.*amethyst.*" AUTOPICKUP_EXCEPTION="<.*pearl.*" AUTOPICKUP_EXCEPTION="<.*valuable.*" # Eggs (may be cockatrice eggs) AUTOPICKUP_EXCEPTION="<.*egg$" # Loadstones are terrible and unidentified gray stones may be loadstones # Type naming a gray stone makes it "stone called xxxx" # NB: Luckstones get generated annoyingly often in Gehennom. Not worth # bothering with them, so just never pick up any gray stone. I'll do it # myself. # NNB: lots of gems display as "x stone" AUTOPICKUP_EXCEPTION=">(a|[0-9]+) ?((un)?cursed|blessed)? (gray |flint |luck|load)stones?" # No picking up scare monster unless prepared AUTOPICKUP_EXCEPTION=">.*scare.*" AUTOPICKUP_EXCEPTION=">.*bag.*tricks.*" # Don't pick up cursed items AUTOPICKUP_EXCEPTION=">.* cursed.*" # Glass and rocks are worthless # Don't want to do just *glass*, that'd ignore glass wands. AUTOPICKUP_EXCEPTION=">.*worthless piece of.*glass.*" AUTOPICKUP_EXCEPTION=">.*gem.*glass.*" AUTOPICKUP_EXCEPTION=">.*rock.*" # No corpses, except lizard and lichen corpses AUTOPICKUP_EXCEPTION=">.*corpse.*" # Useless wands # Will prevent autopickup if you name them "empty" or "spent" AUTOPICKUP_EXCEPTION=">.*wand.*nothing.*" AUTOPICKUP_EXCEPTION=">.*wand.*(.*:0).*" AUTOPICKUP_EXCEPTION=">.*wand.*empty.*" AUTOPICKUP_EXCEPTION=">.*wand.*spent.*" # Almost never have a reason to lift statues AUTOPICKUP_EXCEPTION=">.*statue.*" # ooze and pudding globs are usually not worth picking up, for similar reasons as corpses AUTOPICKUP_EXCEPTION=">.*glob.*" # sooo many C rations and they are worse then food rations for nutrition/weight AUTOPICKUP_EXCEPTION=">.*C-ration.*" ########################################################################################### # MESSAGE CONTROL ########################################################################################### # Hide messages that are common and have no real effect. MSGTYPE=hide "You swap places with your .*" MSGTYPE=hide "You .* the stairs" MSGTYPE=hide "Unknown command *" # situational... MSGTYPE=hide "Your tentacles suck the .*" # items on floor. don't repeat the message. #MSGTYPE=norep "You see here a .*" #MSGTYPE=norep "You see here an .*" # emergencies MSGTYPE=stop "The (couatl|.*eel|kraken) swings itself around you!" MSGTYPE=stop "The (python|.*constrictor|.*fiend) grabs you!" MSGTYPE=stop " (yanks|snatches).*" MSGTYPE=stop "You don't feel very well." MSGTYPE=stop "You are turning a little *" MSGTYPE=stop "Your limbs are getting oozy." MSGTYPE=stop "Your skin begins to peel away." MSGTYPE=stop "You are turning into a green slime." MSGTYPE=stop " hits you with the (cockatrice|chickatrice) corpse." MSGTYPE=stop "You are slowing down." MSGTYPE=stop "Your limbs are stiffening." MSGTYPE=stop "It constricts your throat!" MSGTYPE=stop "You find it hard to breathe." MSGTYPE=stop "You're gasping for air." MSGTYPE=stop "Your blood is having trouble reaching your brain." MSGTYPE=stop "You can no longer breathe." MSGTYPE=stop "You're turning blue." MSGTYPE=stop "Your consciousness is fading." MSGTYPE=stop "You feel deathly sick." MSGTYPE=stop "You feel much worse." MSGTYPE=stop "You feel even worse." MSGTYPE=stop "You feel feverish." MSGTYPE=stop " reaches out, and you feel fever and chills." MSGTYPE=stop " reaches out, and your body shrivels." MSGTYPE=stop " chuckles." MSGTYPE=stop "You slow down." MSGTYPE=stop "Your quickness feels less natural." MSGTYPE=stop " steals.*" MSGTYPE=stop " stole.*" MSGTYPE=stop "You are starting to feel less able to walk on water than before." MSGTYPE=stop "The shimmering globe around you is starting to fade." MSGTYPE=stop " less heroic.*" # (potential) inventory cursing MSGTYPE=stop "You feel a malignant aura surround *" # near-death MSGTYPE=stop "You hear the howling of the CwnAnnwn..." MSGTYPE=stop ", your life force is running out" MSGTYPE=stop ", all your powers will be lost..." MSGTYPE=stop "You hear the wailing of the Banshee..." MSGTYPE=stop " is about to die." # Zapping a wand that happens to be empty should cause a stop, so that # we don't hit the movement key and move in the direction we were # trying to zap! # This can get annoying when wresting, though, #and may need to be manually disabled in-game for that. MSGTYPE=stop "Nothing happens." ## Don't speed past wrest message when wresting MSGTYPE=stop "You wrest .*" ### Hunger messages MSGTYPE=stop "You feel hungry." MSGTYPE=stop "You are beginning to feel hungry." MSGTYPE=stop "You are getting the munchies." MSGTYPE=stop "You feel weak now." MSGTYPE=stop "You still have the munchies." MSGTYPE=stop "You feel weak." MSGTYPE=stop "You are beginning to feel weak." MSGTYPE=stop "The munchies are interfering with your motor capabilities." MSGTYPE=stop " needs food, badly!" ### Don't miss #enhance MSGTYPE=stop "You feel more confident .*"